
Transform: You can manually transform an object with a gizmo by entering precise parameters. For that, place the mouse pointer on one of the manipulator elements.
Instancer: This tool will help to make instances. Instances are references to existing objects, so they take almost zero memory (a memory-saving method of making duplicates of your voxel objects).
Move: Move a surface area. Press and drag LMB to move the surface within the cursor, relative to the screen view. Use CTRL to move surface along the normal. Different Alphas give different results.
Fit: Fit one object to another one. You may mark corresponding features and place objects together. After approximate placing, you may do placing precisely; corresponding features will stitch to each other.
Reproject: Allows the user to reproject the details and vertex paint from one or more meshes in the scene to another mesh. Either to the entire mesh or locally using a brush.
Bend: Bend the object around the axis, which will bend or wrap the current Layer around the base of the gizmo.
Apply voxelized (it was in voxels) and switch to the Transform tool. So the topology changes are the result of voxelization.
Preview immediately means that the object is deformed even if the gizmo moved. Otherwise, the bend was re-applied only when the gizmo motion ended.
Tool options:
- Preview the rotating axes: It is important because, without that axis, nothing understood what happens there.
- Preview Immediately: Preview warping action immediately.
- Bending radius:
- Gizmo is the deformation center: The gizmo axis is the central axis of deformation.
- Max bending angle: The maximal angle of bending the object.
- Bending method: Bend both ends, Bend one side, and Bend another side.
- Position: Translation on XYZ axis. Press X to restart the position to Global Space 0,0,0.
- Rotate: You can rotate More in Screen Space or selectively rotate on the XYZ axis.
- Reset Axis: Restart gizmo rotation on Local Place.
- Align to view: Align to the current view space view.
- Apply: apply all transformations.
Twist: In a twist or linear array, the object will rotate the current Layer around its pole.
Tool Options:
- Apply: apply all transformations.
- Number of Segments: Segments to be placed along a circle or segment. Increases/Decreases.
- Twist angle: Twists the current object around the gizmo.
- Step Scale: The distance between steps.
- Overlap: Tapers each segment where they meet each other, simultaneously increasing/decreasing the space between each spiral.
- Position: Translation on XYZ axis. Press X to restart the position to Global Space 0,0,0.
- Rotate: You can rotate More in Screen Space or selectively rotate on the XYZ axis.
- Reset Axis: Restart gizmo rotation on Local Place.
- Align to view: Align to the current view space view.
Warp
Warp: It lets you twist and bend the currently selected object Layer in the Voxtree.
Tool Options:
- Number of Segments: Segments to be placed along a circle or segment. Increases/Decreases the number of segments.
- Start/Final Angle: Start angle of the segment.
- Forward Step: Create a “spiral staircase” look: it will spiral the object upward.
- Step Scale: The distance between steps.
- Overlap: Additional overlapping between segments. This tapers each segment where they meet. The effect will vary depending on the object.
- Position: Translation on XYZ axis. Press X to restart the position to Global Space 0,0,0.
- Rotate: You can rotate More in Screen Space or selectively rotate on the XYZ axis.
- Reset Axis: Restart gizmo rotation on Local Place.
- Align to view: Align to the current view space view.
- Apply: apply all transformations.
Array
Array: Create an array of objects.
Type Array: Linear, Circular, Axial, Along Spline and Rectangular.

Distance: distance for instances.
Axis Type: X,Y,Z or Gizmo
Any Voxel Layer can be duplicated and rotated in number and angle from a central axis.
Array count: set the number of copies in the Array Count tab.
Instance: merge these copies as separate instances if you desire.

The gizmo operates just like all the other gizmos, so you shouldn’t be any stranger to it. Move the translate handler to get an idea of similar things you can do with it.
What you see in video is not a gizmo to control center of array, it is just enabled display of world axis (View-Axis).
There is only one mode in Array tool that gives you gizmo to control the center, it is Axial (radial) type of array.
All the others have only distance and angle controls.
Surface Array
Surface array: This tool is added to make an array of objects on the created surface or on the selected faces of the low-poly mesh.
Build surface on sculpt mesh. Then you can put the model on the Surface.

1) The tool allows you to place a poly model (or volume object) on the surface. You can build a surface or select an existing one. Instead of a surface, you can use poly mesh. First you need to select the faces.
A surface can be constructed in several ways by drawing splines on the surface
-Loft
-Strip
-Polygon.
2) Load Low poly Model from file or select it from window “Poly Models” or “Sculpt Models”.
3) Adjust parameters.
Multiple objects usage tips:
1) Create the lofted surface.
a) Draw some splines on sculpting mesh, or cross sculpting mesh by sections.
b) After drawing spline (not Section) you can edit splines.
c) If holding Shift and editing the First or Last point of Spline, The spline follows a plane passing through the two extreme points and orthogonal to the screen.
2) Load Low poly Model from file or select it from window “Poly Models” or “Sculpt Models”.
3) Adjust parameters, and you can hide the original volume if you want to better see new objects.
Tutorials
How to make these types of twists

Philnolan3d: You could play with the Pose tool to get different designs. I just quickly did this with the Ring selection mode. Just by dragging my selection along the length near the middle, then looking down the length, I rotated the gizmo.

Axial tool
Fluffy: For twisted objects consisting of multiple parts like the ones in the above image, you can try using the following method:
First, create one piece of the object and offset it from the center of the scene, then go to the Axial tool (in the Transform section of the tools panel) and set up the number of additional parts you want and the position and orientation of the axis along which to generate the copies, remember to enable the Instance option…
Once you’ve applied the Axial tool, you may find it helpful to ghost the newly created layers to make it easier to work on the original object; you can do this by ALT+left-clicking the ghost icon on the parent object layer.
Having done that, you can use the Move tool (also located in the Transform section of the tools panel) to add the required gap between the objects. Since all the other objects are instances of the object you are working on, any changes you make will affect all copies of the object.
Finally, use the Twist tool (again located in the Transform section of the tools panel) to add the desired amount of twist to the object(s)…
at which point, you should end up with a result similar to this…
Pose tool: This video series covers how to use the posing tool to translate organic and hard surface shapes.
Pose Tool Part 1
Pose Tool Part 2
Surface Array: The new tool allows you to place an array of objects on a surface.