For those who don’t know the tool: SmartUndo+ is a paid add-on for Blender, sold on Superhive. It sits in everyday modelling, layout, lookdev, paint, rigging and animation work, beside Blender’s native undo rather than replacing it.
Undo Stops Being a Bulldozer
SmartUndo+ adds a scoped undo layer to Blender. Normal Ctrl+Z remains the global undo stack. Ctrl+Alt+Z targets the selected object, selected objects, or the node tree under the cursor. Ctrl+Alt+Shift+Z handles redo. Ctrl+Alt+Y opens the pie menu. It is mostly that the shortcut stops treating the whole file like one very nervous spreadsheet.
The add-on tracks changes per object and per aspect. A chair can step back through its transform history while the rest of the scene keeps its later edits. A group selection can step back together, with each selected object using its own track. That is useful in layout scenes where props, lights and cameras are usually changed in the wrong order because humans insist on being involved.
What Gets Its Own Track
The tracked areas cover transforms, modifiers, constraints, object data, custom properties, shape keys, pose data, geometry, animation F-curves, drivers and node trees. For object work, transforms include move, rotate, scale and visibility changes. Modifier tracking covers adding, removing, reordering and parameter edits, including nested physics settings listed in the product description.
Constraints are tracked for add, remove and reorder operations, with targets and operands restored on undo. Object data covers lights, cameras, curves, shape-key values and pose bones. Custom properties are included too, covering scalar and array ID properties. That makes SmartUndo+ less of a novelty button and more of a safety rail for rigs, lookdev tests and scene cleanup. A small safety rail, admittedly, but still better than Ctrl+Z roulette.

Geometry, Paint and UVs
Geometry changes get their own headings depending on context. Edit Mode, Sculpt, UV mapping, Vertex Paint and Weight Paint are separated rather than dumped into one pile. Individual steps are named after the tool that created them, such as an extrude operation, a sculpt stroke or a weight-paint action. Dense mesh stroke tracking shows a RAM notice before capture.
Texture Paint tracking covers brush strokes on images in the viewport or Image Editor. It is opt-in because image snapshots use RAM. This is the correct level of caution for anyone who has ever watched a workstation turn into a space heater because a tool assumed “probably fine”.

Node Trees Are Included
SmartUndo+ also tracks shader, world, compositor and Geometry Nodes trees. In the Shader Editor, Geometry Nodes editor or Compositor, the N-panel follows the active tree. The same shortcut then steps back that tree, not the mesh, camera or random thing Blender remembers from three minutes ago.
The distinction is important in lookdev and procedural work. A material experiment can be undone without moving the object. A node-tree adjustment can step back without rewinding unrelated viewport work. That does not make bad node graphs good. It merely makes their cleanup less humiliating.
Animation Gets F-Curve Scope
In the Graph Editor and Dope Sheet, SmartUndo+ tracks keyframe edits per F-Curve channel. Moving, adding or removing a key on one channel can be undone without touching the other channels. It also works across several curves at once where selected channels have their own recorded steps.

For Animation work, that means a late fix on one rotation or location channel does not have to drag the whole pose edit back through the swamp. It is still possible to make bad timing decisions. The add-on just makes fewer of them permanent by accident.
The N-Panel Becomes the Receipts Folder
The history panel lives in the N-panel in the 3D View and node editors. It shows a timeline for the selected object or active tree, grouped by aspect rather than as one blind stack. Select a sofa, a light or a table and the panel shows that item’s history. Click a step and it jumps directly to that state.
Tracking can be switched on or off per object. The panel also shows grouped tracks for transforms, modifiers, edit mode, sculpt, UVs, paint modes and node trees. The point is visibility. Blender’s normal undo often feels like backing out of a car park with the windshield painted black. This at least opens a window.
Pie Menu for Faster Damage Control
Ctrl+Alt+Y opens the pie menu. The first ring lists categories with available history for the item under the cursor. Pick a category and the step ring appears, with the current state at the top and older states arranged counter-clockwise. Original remains one slot away. That is faster than walking backward through a global history and hoping the desired state appears before the useful work disappears. The workflow stays close to existing muscle memory: point, press, choose, recover. Radical, in the sense that a fire extinguisher is radical when the kitchen is already smoking.
Checkpoints Sit Outside the Timeline
SmartUndo+ includes named checkpoints. They can store a single object, a selection of objects or the whole scene. Checkpoints are separate from the automatic undo timeline, so they do not scroll away as new steps are recorded.

A checkpoint carries the object state listed by the product description, including shape, weights, vertex colors and unsaved texture paint. Checkpoints are stored in the .blend when the file is saved. The practical use is obvious: save a look, wreck it scientifically, then return without pretending the experiment was “creative exploration”.
Optional Persistence
Undo history can optionally be saved into the .blend file. After reopening, the saved history can be loaded back on demand. This is separate from Blender’s normal session undo behaviour and requires saving the file.
Persistence is useful for longer lookdev or layout passes where an artist wants the object-level history available later. It is not a backup system. It is not version control. It will not save a pipeline from bad file naming, folder chaos or the ancient studio tradition of final_final_v12_really.blend.
Boundaries
SmartUndo+ is explicitly a second undo layer, not a replacement for Ctrl+Z. Blender’s global undo remains available. Each object has a capped number of steps, with older entries dropping off when the configured limit is reached.
Simulation cached data, particles, cloth, fluids, grease-pencil strokes and specialized data types are outside the current scope. Dyntopo and Multires strokes stay with Blender’s undo while active. Turning Dyntopo off records the session as one step, while Multires settings and remeshing are listed as tracked. That boundary is worth reading twice before anyone tries it on a hero asset ten minutes before delivery, because production has enough slapstick already.
Price, License and Compatibility
SmartUndo+ supports Blender 5.0 or newer. The package includes the smartundo_plus extension, drag-and-drop or install-from-disk setup, rebindable shortcuts, the N-panel history interface, the pie menu, checkpoints and optional .blend persistence. Pricing is $25 for the Personal License, covering one person across personal and freelance projects. The Small Studio License costs $89 for teams up to five artists and includes priority email support. The Studio or Enterprise License costs $249 for unlimited seats at one studio or company, with priority support and a direct line for feature requests. Yes, it is an undo-add-on with licensing tiers. The future arrived, and it brought invoices.
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