Gravity Sketch 6.7

6.7 contains significant VR updates. Cage editing arrives as a beta feature, giving paying organizations a new way to reshape imported geometry. Alongside it: a rebuilt spatial alignment system and updated primitives with Sub-D conversion and creased hard edges.

Reshape imported models with Cage Editing (beta)

Cage editing is now available in VR and on Screen as a feature in edit mode. Import a model, enter edit mode, and manipulate the Bezier-based control grid to warp and morph the geometry. Grab individual or multiple control points, and adjust model quality as you normally would.

This is particularly useful when you’re adapting 3D scans, AI-generated assets, or imported models to a new brief. Instead of rebuilding from scratch or doing painstaking vertex edits, you can push and pull the overall form with the same spatial intuition that makes VR modeling feel natural.

Cage Editing is currently available in Beta to organizations upon request. If you want to enable Cage Editing for your organization, please reach out to your Customer Success Manager or email support@gravitysketch.com.

Align geometry to the real world more reliably

The Spatial Alignment system (Quest Pro, 2, 3 & 3S) has been rebuilt for 6.7 to fix the Meta API scanning drift that required frequent rescanning. The update includes guided scanning flows, support for up to 2 QR codes in an alignment, improved visual state outlines, local headset anchors, and sensor-based axis detection that finds the correct ‘up’ axis to prevent skewing on large objects.

Alignment is triggered automatically when you create or join a Spatial Alignment. You can scan a second QR code during setup, or click ‘Rescan’ to adjust an active alignment manually. For co-located reviews, automotive modeling, or any workflow where your design needs to sit accurately in physical space, this should make a noticeable difference.

Start from a primitive, build into Sub-D

Primitives have been reorganized into customizable families of shapes with direct sliders for adjusting side counts and segment types, so you don’t have to work through complex setup menus. They now support conversion to Subdivision models with creased hard edges.

That means you can lock specific edges while smoothing others during a Sub-D conversion, giving you more control over how a primitive develops into more refined geometry. If early ideation starts from a simple form, the path from that starting point into a detailed model is now more direct.

Lock stroke dimensions with a uniform width and height toggle

A new toggle is now available in the brush menu when contextual measurements are active and you’re editing stroke dimensions with the number pad. Enabling it locks width and height to the same value, so adjusting one automatically adjusts the other.

For wire harnessing workflows, accidentally changing stroke proportions mid-session creates errors that are tedious to catch later. This toggle prevents that from happening without requiring you to check your settings every time you adjust a stroke.

Verify coordinates and orientation for any object

object origin panel VR pov

Local origin and axes visualization is now available for objects in your Room. Open the Object Properties panel in selection or edit mode and you’ll see an orange sphere marking the object’s local origin. You can also toggle on the local axes to check orientation and verify alignment against other objects or your Room’s coordinate system.

This makes it easier to confirm that objects are exactly where they should be without relying on visual approximation. For wire harnessing, complex assemblies, or any workflow where positional accuracy matters, you can now check coordinates directly in VR and catch misalignments before they compound.

Let us know what you think

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