📏 Sketcher
Model in 3D the quick way: draw a shape on the ground or on a face, then push or pull it into a solid. Sizes are typed
at any moment into the Measurements box (bottom right) - no need to click there, just type and press Enter.
The tools (the letter is the key, with the pointer over the docker)
- Double-click empty space (with nothing going) - everything is deselected and the tool is 🔄 Orbit; Space goes back to Select.
- Space ➤ Select (the pointer) - what is picked is tinted in the accent colour, what is under the pointer blue (2.650.0 - on the floorplan too); a click picks ONE thing (a face, a line, a room, a door, a piece …); Ctrl+click adds more (Ctrl+click a picked part takes it out) - drag one of them and they all move, Delete erases them all; Shift+click adds / takes out faces and lines, Ctrl+A everything. A face of a group picks the whole group; double-click a group to edit inside it (the rest dims), Esc leaves. Delete erases what is picked.
- Editing with Select (2.625.0):
- A face: the panel shows Extrude (+ out, − in = a cut into the object) and Twist. Drag the face to extrude it with the pointer, like Blender; Ctrl+drag turns it round its normal - the face just extruded twists its extrusion to match. Type a distance (Measurements) to change the last extrusion.
- An edge: drag it to move it (Shift: along one axis). Shift+click picks more edges; Ctrl+click picks every edge of the loop round its face. The panel: Length, Extrude edge (a new face from it - up, out from its face, along red or green) and Fillet (radius and pieces - an edge between two faces rounded).
- A corner (a vertex): click it and drag it (Shift: along one axis; it snaps onto another corner), or type its X / Y / Z. Faces bent out of flat are split into triangles.
- L ╱ Line - click, click … A closed flat loop becomes a face. A line from one border of a face to another splits it in two (then push / pull one half).
- R ▭ Rectangle - two opposite corners. Start it on a face and it lies in that face. Type
3,2 for 3 m × 2 m.
- C ◯ Circle / N ⬠ Polygon - the centre, then the radius. Type the radius, or
36s for 36 sides.
- P ⇧ Push/Pull - click a face, move, click (or drag). Type the distance. On its own a face becomes a solid; the top of a box makes the box taller; a shape drawn on a face goes in as a pocket or out as a boss; push a pocket's floor to the far side for a hole through. Just after a push, type a new distance to change it. Double-click a face = the last distance again.
- M ✥ Move - pick something (or press on it), click a base point, click where it goes. Ctrl = a copy. Type the distance, or
x,y,z.
- Q ⟳ Rotate - pick, then click the centre, the start and the end (round the vertical axis, 15° steps). Type the angle.
- S ⤡ Scale - pick, click a point and move away from / toward the middle. Type the factor.
- F ⧈ Offset - click a face and move inside it: a loop that far in. Offset a floor and pull the ring up = walls.
- T 📏 Tape - two points: their distance (and how far along each axis).
- B 🪣 Paint - click faces (a group: all of it). Alt+click takes a face's colour. The colours are at the bottom.
- E ⌫ Eraser - click or drag over lines and faces. A line that borders faces takes them with it.
- O 🔄 Orbit (its pointer: an orbit cursor), H ✋ Pan - in any tool the middle button orbits, the right button pans and the wheel zooms (toward the pointer). Shift+Z = everything in view.
Building - rooms, walls, doors, windows, roofs, lights
The Build tools under the modelling tools draw a building that stays editable: rooms keep their walls, floors and ceilings, and doors, windows and lights stay where they are when a room moves.
- U ⌂ Room - two opposite corners (or type
4,3 - width, length): walls, a floor and a ceiling. Set the panel's Width and Length and one click puts a room that size (0 = two corners). A picked room's panel has its Width and Length too. Its corners snap to other rooms' corners and wall middles. The panel on the right sets the next room's wall height, thickness, floor level and ceiling, and its Offset from floor edge: a room or wall drawn along the edge of a floor (J) has its walls' outside face that far in from the edge (0 = on it).
- W ▮ Wall - click, click … a free-standing wall. Click its start again and it closes into a room. Double-click or Esc ends it. Type a length for the next piece.
- D 🚪 Door - click on a wall: single, double, sliding glass, glass panel, or an opening without a door. Its middle snaps to the middle of the wall. Type
0.9,2.1 for its width and height.
- I 🪟 Window - click on a wall: one pane, two panes or sliding, with its Elevation (height from floor). Type
1.2,1.2.
- J ▦ Floor - two corners: a floor without walls (a deck, a patio, a storey's floor plate), at the height and thickness in the panel.
- K ⌓ Ceiling - click a room: its ceiling on or off. A room's panel has Ceiling: None, Flat (level at the walls' lowest top) or Follows the walls' slope (up under a gable or a shed top).
- Y △ Roof - click a room: a roof over it (gable, hip, shed, flat or Follows the walls' slope - it sits on the walls' sloped tops - its pitch and overhang, or its Eaves width, in the panel). Shift+click more rooms to put them under the same roof, or Roof the whole storey. Type a pitch in degrees.
- X 💡 Light - pick the type in the panel: downlight (recessed), ceiling-mounted, pendant, chandelier, spot, wall light, floor lamp, table lamp; its colour (warm white to cool) and brightness in lumens. A click puts it on the ceiling of the room under the pointer (the room's middle snaps); a wall light goes on the wall you point at.
- Photo style (2.696.0) - the dropdown left of ✨ Photo: the image edit style the Sketcher's photo uses (its own - the prompt docker keeps its style); the last one used stays picked.
- Roof coverings (2.695.0) - a roof's Covering: pre-painted steel (corrugated, ribbed, standing seam), concrete / terracotta tiles, slate, shingles or polycarbonate - its colour and pattern on the roof, a ⚠ when the pitch is under its typical minimum (check the maker's), its weight in the framing checks.
- 🪵 Roof framing (2.694.0) - a picked roof ▸ Roof framing: Rafters (size, grade, spacing, the underpurlin rule, ceiling joists and how often they are held up; ✔ / ✗ + ✔ Size them) or Trusses (their layout at a spacing). Drawn with 🪵 Show framing (the roof see-through).
- 🪵 Wall framing (2.693.0) - a picked room ▸ Wall framing: Timber or Light-gauge steel, stud size / grade / spacing, top plates, nogging rows, strap braces, Frame this room's walls. Studs, plates, jamb + jack studs, sill trimmers, noggings and corner posts are drawn with 🪵 Show framing; the room's totals in the panel. Stud sizes are not checked (AS 1684's stud tables).
- 🏗 Floor systems + 🪵 lintels (2.692.0) - pick a room: Floor system = slab on ground, waffle pod, stiffened raft, suspended slab on piers or a raised timber floor (stumps, bearers, joists - sizes, grades, spacings; ✔ / ✗ checks, ✔ Size them). A door / window in an outside wall: its Lintel (Auto or picked). 🪵 Show framing = see-through walls. A guide only - check AS 1684 / span tables; slabs are your engineer's (AS 2870).
- ⊣ Walls butt up (2.691.0) - a new wall's end stops against the wall it meets: end to end the old wall's end is shaped round the corner (one clean corner), on a wall's line (a wall across a room) it is cut to that wall's face. Wall thickness remembers the last one you set (the tool, a picked wall or room); over 2 = millimetres (200 = 0.2 m).
- ⊕ Joined walls (2.690.0) - with ▮ Wall a point near another wall's end / corner is pulled onto it (the tip says ⊕ joined; Shift = free). Walls joined there stay together: drag one and the other's end follows - it grows or shrinks.
- 🗄 Cupboards & shelving (2.689.0) - 🛋 Furniture ▸ Category Cupboards & shelving: built-in robes, walk-in robes (L / U), linen / pantry / broom cupboards, bookshelves, shelving. 🗄 Design / change… opens its dialog (layout, sizes, bays - hanging, double hanging, shelves, drawers, shoes -, doors, handles, colours; a live front view + plan); 💾 Save as template keeps yours for every project (★ in the list). Click in a room = its back against the nearest wall, facing in; picked: ✎ Design…, ↔ Fit the wall.
- A 🛋 Furniture (2.628.0) - the furniture library: pick a Category (Living, Dining, Kitchen, Bedroom, Bathroom, Lights, Outside) and a piece, click on a floor to put it there (it stands on the room's floor). R turns the next one 90°, or type degrees. With Select: drag it, R turns it, its panel has its size, turn, height off the floor, colour, ⧉ Duplicate and 🗑 Delete. The 3D models category lists the project's 3D models (.glb / .obj - SolidCraft's, imported): one click brings one in as a group.
- Z 📷 Camera (2.629.0) - click where it stands, click where it looks (eye height and lens in the panel). Picked: 👁 Look through, 📷 Shot + depth + normal (three pictures in the project's Image assets, the shot with the photo look) and 📍 360° location (a panorama from it becomes a Location - its @tag, the prompt's location). Select drags it; its panel turns, tilts and names it.
- V ▟ Stairs - click the foot, then the direction and length (or type it). The height and width are in the panel.
Materials (2.629.0): ▦ Materials ▾ beside the colours has the materials - brick, stone, concrete, oak and walnut floors, tiles, marble, carpet, grass … with their textures. Pick one and paint (B) faces, walls and floors with it. 🪄 Furnish in a room's panel fills it with furniture (the LLM picks from the library when one is running, else a room's usual set; words like "a reading corner" help); Ctrl+Z takes it out.
Rooms share walls. With Select, press on a room and drag it: when one of its walls comes near another room's wall it snaps onto it, and the two rooms then have one wall between them. A door or window in that wall goes right through it. The corners line up too. Shift keeps the drag straight.
Walls on a floor. With Select, press on one wall of a room and drag it: it moves square to itself and the room stretches. While dragging, the snap regions of the floors' edges show in orange; let go in one and the wall's outside face sits on the edge (with the Offset from floor edge). A dragged room snaps onto a floor's edge the same way. Shift = no snap.
Sloped walls. Double-click the top of a wall = a cut there. Drag the cut up or down: the wall's top slopes to it from both corners (a gable end). Click a top edge (between cuts or corners) and drag it - or type its ends' heights in the panel - to slope the wall; a corner moved takes the wall beside it along. A picked cut or edge + Delete takes it away (the wall goes back to straight / flat). From straight above (Top view) a press moves the wall instead.
Doors and windows by hand. Click a placed door or window: small squares (grips) show on its sides, top and (not a door) bottom. Drag a side grip for the width, the top for the height, the bottom for the elevation. Drag the window itself along the wall and up or down.
Open doors and windows (2.631.0): a picked door or window has Open (%) - a door's leaf swings into the room (tick Opens outward for the other way), a window's sashes swing out (Opens inward), a sliding one slides a pane (The other pane slides). Auto roof and Auto floor (the Room tool's panel) give each new room its roof and a 20 cm slab under its walls; a room's panel has Floor slab under the walls and Roof to switch them for that room. View ▾ lists the cameras (📷) - pick one for the view from it (orbit to leave it).
Cameras (2.632.0) are drawn over everything, so one inside a room is picked with a click (not the room). Drag it to move it; R turns it 15° (Shift+R back). Esc or a double-click on empty space deselects everything - and Esc drops the tool too: 🔄 Orbit (2.647.0).
🗂 Outline (2.639.0, the bar's 🗂 Outline shows / hides it, left of the view): every object of the building - Room groups, Rooms ▸ Room 1 ▸ Wall 1 … Wall n, Floor 1, Ceiling 1, Skirting 1, Cornice 1, Floor slab 1, Door 1, Window 1 …, then free-standing Walls, Roofs, Floors, Stairs, Lights, Furniture and Cameras. A click on a row picks it; 👁 hides / shows it (Ctrl+Z undoes, it is saved with the model). + makes a room group, ⊞ on a room puts it in one (or out), a group's 👁 hides / shows all its rooms, ✎ renames, ✕ deletes the group (its rooms stay). New rooms come with skirting and a cornice (the room's panel: Skirting / height, Cornice / size, their colour). Drag a wall: it moves across its own line - the walls beside it stretch or shorten and the floor, ceiling, skirting and cornice follow; Alt+drag moves it freely; Shift+click picks the whole room (a drag then moves it).
Each part's own panel (2.640.0): click a wall, floor, ceiling, skirting or cornice (in the view or its 🗂 Outline row) and the panel shows just that part - a wall: Length (a rectangle room keeps its shape), Height (this wall only), Thickness, its own Inside colour, 👁; a floor: On, Colour, Level, slab; a ceiling: None / Flat / Follows the walls, Colour, Height; skirting / cornice: On, Profile, Height / Size, Colour. ⌂ goes back to the room's settings; Delete on a part turns it off (a wall is hidden) - the room stays.
Profiles (2.640.0): skirting, cornices, door frames, window frames and window sills take a profile from a picture dropdown (each drawn as its cross-section): built-in ones, then the project's own. Skirting runs round the room with mitred corners and stops at a door's frame; a door's frame (architrave) goes round both faces, a window's round the room's side, a sill sits under the window. ✎ Profiles… draws your own: click = a point on the nearest side, drag = move it, Delete / right-click = remove it (1 mm grid, Shift = free), Width / Height scale it, + New copies the one shown, 💾 Save keeps it in the project.
Rotate rings (2.633.0): a picked camera or piece of furniture shows three rings - blue turns it (yaw), red tips it (pitch), green rolls it. Drag round a ring to turn it in 5° steps (hold Shift for free turning); Ctrl+Z takes it back. The same in numbers in its panel: a camera's Turn (yaw), Tilt (pitch) and Roll; a piece's Turn (yaw), Pitch and Roll. A camera's Lens picks a preset - Fisheye (8 mm), Ultra wide (14 mm), Wide angle (24 mm), 35 mm, 50 mm (normal), 85 mm (portrait), 135 mm, 200 mm (telephoto) - or type a Focal length (mm, full frame) or a Field of view (°): they follow each other. The fisheye gives its widest view; the fisheye curve itself isn't drawn. Zoom extents takes the cameras in too.
Picking a camera (2.641.0): a click on a camera picks it - it lights up (no box round it) and shows the move arrows (red X, green Y, blue Z). Drag the camera to move it at its height, or drag an arrow to move it along that axis only (blue = up / down; 1 cm steps, Shift = free). Double-click the camera for the rotate rings (turn / tilt / roll), double-click again for the arrows (or ✥ Move / ⟳ Rotate in its panel). A click on any other object picks that one instead. Looking through the camera (2.643.0, 👁 Look through): ✥ Move / ⟳ Rotate in its panel show the widget in front of you - drag it and the camera and the view move or turn together. Esc deselects the camera.
Drag a door or window along its wall (or onto another wall); drag a light, the stairs or a floor. Click anything built and the panel shows its settings - a room's size, wall height and thickness, the colours of its walls inside, its floor and ceiling, and of all the outside walls; ⟳ 90°, ⧉ Duplicate (a copy beside it that shares the wall), △ Roof. Delete erases what is picked; E Eraser erases with a click; B Paint paints a room's walls, a floor, a ceiling, a door or a roof.
🌙 Night turns the sun and sky down so the lights light the rooms (they are dark by day - a light here shines through walls, so by day it would light the outside too). ⌂ Cut-away hides every roof and ceiling to look in from above.
Inference - where the pointer snaps
- The marker and its words show what the point is on: Endpoint, Midpoint, Origin, On Edge, On Face, On Ground.
- From the last point, a dotted line shows when you are on the red / green / blue axis. Hold Shift to keep that axis, or press → red, ← green, ↑ blue (↓ lets it go).
- Push / Pull snaps to the height of a corner, an edge or another face the pointer is over.
- Lengths can be typed as
1.5 (m), 150cm, 1500mm, 5', 10".
The bar
- ☰ File ▾ - New, Open, Save (Ctrl+S), Save as, Rename, bring in a 3D model of the project or a file from this computer (.pp3d, .glb, .gltf, .obj), Export, send to the image editor / the timeline / elsewhere, Delete, Maximize, Close.
- The name and 💾 - models are kept in the project and save themselves a moment after each change. ↶ ↷ (Ctrl+Z / Ctrl+Y).
- 📐 Plan (or View ▾ 📐 Floorplan) - the floorplan: straight down in the app's theme colours (2.649.0), one storey at a time (a list picks it). Walls cut solid, doors with their leaf and swing, windows with their glass and sill, stairs with every tread and UP, furniture outlined and named, lights as a circle and a cross, each room's name, Width × Length and area. Every tool draws on it as in 3D; a click picks a symbol; Orbit turns the plan (it stays flat). 📐 again or another view: the 3D view back.
- Materials (2.651.0): a wall's panel has Inside and Outside, a window Frame and Glass, floors, ceilings, skirting, cornices, roofs and stairs theirs - each opens the material picker: a colour, a built-in material, or a picture from the 🖼 Refs docker, the project's images or a file (saved in the project; Size = metres one copy covers, Turn °). The paint bucket paints the one wall side you click (Shift+click: every wall on that side).
- ⛰ Terrain (2.653.0, Alt+G - G is Group): the ground. The first click makes one round the building (just under its lowest floor). Its panel picks what a press does: ⬆ Raise / ⬇ Lower (drag; Shift the other way), ≈ Smooth, ▬ Flatten (Alt+click takes the height) - Brush size, Strength, [ / ]; 〰 Contour: type or set the Elevation, click, click … (back on the start closes it, double-click / Enter ends it) - the ground is shaped to the lines (each held at its height, smooth between); click a line to pick it (its elevation, closed, Delete). Also 🖼 Heightmap picture… (black = Lowest, white = Highest, the top = north), ⌂ Level under the rooms (blended over a margin), ⊙ Centre on the building, Width / Length / Detail, Material, the contour interval, earth sides, ▬ Flatten all, 🗑 Remove the ground. The 📐 floorplan draws its contour lines.
- ✂ Cut / fill (2.656.0, in ⛰ Terrain): click a pad's corners on the ground, back on the first (or double-click / Enter) - flat inside at its level (the ground's mean, or typed), batters 1 : n back to the ground, cut and fill / cut only / fill only; the cut and fill in m³. Click a pad to pick it (level, batter, ⟳ Apply again, 🗑 Forget / Delete = its outline gone, the ground kept).
- 🏊 Pool (2.657.0, under Ground): two corners (or type
8,4) - or Shape: Free shape, its corners. Shallow / deep end, edge tiles, decking or both, the level; on ⛰ ground it is cut in and the ground levelled round it. ➤ Select it: its size, depths, ⇄ deep end, edge, materials, lining, water, Delete.
- 🛣 Driveway (2.659.0, under Ground): click points along the way, double-click / Enter ends it. Its points (□) and handles (○) show: drag a handle to bend the curve (Alt: one side), a point to move it, Delete removes the clicked point. ➤ Select it: width, surface, kerbs, on the ground / a level, 〰 Smooth, Delete.
- One wall out / interior or exterior (2.660.0): ⌫ Eraser on a wall (Delete, or 🗑 Take this wall out in its panel) takes out just that wall - the floor and ceiling stay; a shared wall goes from both rooms. Shift+Eraser = the whole room; the room's ↺ Put back brings them back. A wall's panel: Interior / exterior (Auto: a room on both sides = interior) - an interior wall's outside face takes its inside colour; the floorplan fills interior walls lighter.
- 🧱 Wall types (2.661.0, in the bar): the model's wall types and their layers outside to inside (brick, air gap, frame + batts, insulation, plasterboard, render, cladding ...) - change a layer's kind / thickness, ↑ ↓ ✕, + Add a layer; the total is the wall's thickness. Use it for the picked wall, the room's walls, every exterior / interior wall. The walls are built that thick and coloured by their outside layer; the seams show on their tops and the floorplan. A wall's panel: Wall type.
- Square wall ends + walls out of corners (2.662.0): each wall ends square; its corners and free ends are pieces of their own. ➤ Select: point at an outside corner or a wall's end - it lights up - and drag out of one of its sides: a new wall that way (from the top, seen from above: any way), as high / thick as the wall, with its wall type.
- Split walls + the sketch plane (2.663.0): double-click a wall (from above, the floorplan, or its face in 3D) to split it; each piece can be picked, deleted or dragged out (new walls join it to the room). The Wall tool catches a room's wall anywhere along it. A corner / wall end clicked: its Width (a pier) and Length past the end. The face clicked with Select is the sketch plane (Line / Rectangle / Circle / Polygon draw in it; ✕ / Esc end it; 2.687.0: no grid drawn over it); ⊥ Look at faces it. 2.688.0: click a wall's end piece = the whole wall; double-click it = push / pull the wall's end along the wall; Ctrl+drag = held horizontal / vertical; ✨ Photo names only what the model has.
- 🛤 Road (2.673.0): Ground ▸ 🛤 Road - pick Dirt road, Street, Road, One-way, Avenue or Highway, click along the way, double-click / Enter ends. Roads follow the ground; too steep for the type: ⛏ Cut the ground or 🚇 Tunnel / bridge in the panel. Junctions get traffic lights, stop / give-way signs, crossings and street-name signs by themselves. Alt+click a road to drag its points.
- Gutter profiles (2.671.0): pick a roof - Gutters lists Quad, Half round, OG and Square line; Gutter profile shows them (and yours) as pictures; ✎ Gutter profiles… opens the profile editor for a gutter (the fascia on its left) - draw it with nodes and curves like a skirting, 💾 Save and the roof's gutters use it.
- Bézier profiles (2.670.0): in ✎ New / edit profiles… the arcs are curves with two nodes; click a node or segment to pick it, drag nodes and a curve's handles, double-click a segment to add a node, right-click for Convert to curve / Convert to line / Delete node.
- Eaves, fascias, gutters (2.668.0): the Roof panel's eave pictures - Simple, Open (rafter tails), Boxed (flat soffit), Closed (lining on the slope); Fascia + barge boards (height); Gutters quad / half round with Downpipes; a picked roof's fascia / soffit and gutter colours.
- 🗂 Objects panel (2.667.0): Shapes - every shape you drew (click to pick it, drag a face to push / pull it - a group's face too); Construction - Planes (📌 keeps the sketch plane, + ground / front / side; click one to draw in it again, ⊥ looks at it) and Construction lines (📏 Tape measure with Ctrl held on the second click - the tools snap onto them); double-click any row's name (or F2) to rename it.
- △ Roof types (2.666.0): the Roof panel shows every type as a picture - gable, hip, skillion, Dutch gable, clipped gable, gambrel, mansard, saltbox, pyramid, butterfly, flat, follow the walls - each with its own settings (pitch, lower pitch, break, ridge position, Flip for the high side).
- 📄 Building plans (2.665.0): 📄 Plans on the bar - a floor plan per storey, the four elevations and a roof / site plan, to scale on A4 - A1, all on one sheet or one view per page; dimensions in mm, levels, room names / areas and a title block. 💾 Save PDF puts it in the project's pdf folder (and your downloads).
- 🧍 Mannequin model (2.664.0): 🛋 Furniture ▸ People ▸ mannequin (model) - a modelled female mannequin as tall as the person (by dimasalcalde and zahers on CGTrader - Settings ▸ About). Its file comes in its own zip; without it the standing figure is drawn.
- ✨ Photo (2.652.0): a real photo of the view - the edit model gets the clean render, its depth and a labelled board of your material and background pictures (the prompt box's words added); the photo goes to the project's images and the image editor when it is open. A model that takes two pictures gets it without the board.
- 🖼 Background: a backdrop picture behind the model (fills the view, never stretched) or a 360° sky panorama round the scene (turn it) - or none (the theme's).
- Esc - no tool, nothing picked, 🔄 Orbit - in the 3D view, the floorplan and a camera's view (a wall being drawn is kept). In Orbit, Esc = ➤ Select. Esc never docks the maximized Sketcher (⇲ Dock does).
- Zoom: Shift + right-drag - forward (up) in, back (down) out, round the point pressed (the floorplan too; the wheel as before). ⊡ (beside ⤢) zooms to what is picked - faces, a room, a wall, a door, a piece, a camera …; nothing picked = everything.
- View ▾ Iso / Top / Front / Right / Back / Left, Persp / Parallel, ⤢ everything in view, face style (shaded + edges, shaded, monochrome, X-ray, wireframe), ☀ shadows.
- ▣ Group (G) what is picked; with a group picked it explodes it.
- 🌙 Night and ⌂ Cut-away (see Building).
- 🖼 → Image editor - a picture of the view as you see it (day or night). 🎞 → Timeline - the model as a 3D layer.
- ➜ Send ▾: a picture of the view to the image editor (with or without the background), a 3D layer on the timeline (sent again, its layers update), Blender, Unreal.
- ⤓ Export ▾: .glb (with or without the lights - glTF lights, which Blender and Unreal bring in) or .obj into the project's 3D models; .glb, .obj or .stl (millimetres, for 3D printing) to this computer. ⤒ Import ▾: a 3D model of the project as a group.
⛶ Maximize (its title bar) fills the whole bitGen window between its title bar and its status bar (both stay); it is then ⇲ Dock - that or Esc (when nothing else is going) puts it back. ✕ beside it closes the docker. While it is maximized every other docker is closed; ⇲ Dock opens the same ones again (2.628.0). The docker takes bitGen's theme colours (its 3D view's background, grid and selection too).
The Sketcher replaces the House builder of older versions (2.630.0) - its furniture (🛋 A), materials (▦), cameras + 360° locations (📷 Z), 🪄 Furnish and people (🛋 ▸ People) are here. ☰ File ▸ 🏠 A house from the House builder… brings a house saved by the old House builder in as a Sketcher model (rooms, doors, windows, furniture, people, cameras, lights, stairs).
The docker starts hidden - the Sketcher button in the status bar shows it.