Layout Editor
Last updated
Last updated
Default Unit of Measure
The default unit of measure within the Threekit Editor is meters (m)
Scenes, Models, Materials, and Textures all have unique views, a model has been used within the image below.
Mode Switcher - toggle between Layout Mode and Logic mode
Creation Panel - creation of Cameras, Lights and other scene elements.
Selection Panel - access to Transformation and Coordination Modes
Scene Hierarchy
Viewport Buttons - visibility of Helpers, Framing, and Camera controls
Viewport
Auto-Save Toggle
Properties Panel - varies based on Asset type (Scene, Model, Material, Texture) or selected scene element
Asset Panel
Mac Rotate - middle mouse button OR command + left mouse button Zoom - Scroll on mouse OR control + option + left mouse button Track/Pan - ctrl + middle mouse OR control + command + left mouse button
PC Rotate - middle mouse button OR alt + left mouse button Zoom - Scroll on mouse OR control + alt + left mouse button Track/Pan - control + middle mouse
The editor has an auto-save function to the right of the selection drop down. Clicking on the Icon disables auto-save functionality.
The viewport can be expanded by collapsing side panels. Side panels are also collapsible in Logic Mode.
Objects in 3D can be transformed to alter how they are viewed. Move, Rotation, and Scale are the three most common transformation operations. In the Threekit UI, Transformations occur on three axes - X, Y and Z. Threekit uses a right handed coordinate system where X points right, Y points up and Z points out of the screen.
Movement of an object refers to its position. Position in 3D space is measured as an offset from the origin in the three axes.
Rotation is measured as the angle offset around the axis.
The scale of an object refers to its size. Scale in 3D space is measured as a stretch or squash factor along an axis.
Transformation modes are accessible via the Toolbar.
These tools display a manipulator over the current selection and will transform all selected objects. Manipulators are visual handles that allow you to drag the mouse to perform transformations.
Each axis of the manipulator is colored for easy recognition.
The X axis is red
The Y axis is green
The Z axis is blue
In the case of Move and Scale, between each pair of axes exists a square representing a plane defined by two axes.
The XY plane is cyan
The XZ plane is mossy green
The YZ plane is magenta
To use a manipulator, click and drag over one of its axes or planes. This will turn the axis yellow and transform the object in that direction.
Transform Properties are also accessible within the properties panel, allowing for more precise control.
Coordination Modes are exposed in tandem with the Move and Rotate transforms.
Coordination modes are accessible to the right of the Selection Dropdown upon selecting Move or Rotate.
The center point of an object specifies its location in 3D space. The object's center point can be transformed through one of the three coordinate references: World, Local and View.
Using the World coordinate system means your object transformation takes effect in relation to the scene's global space.
The Local coordinate system means your objects are transformed in relation to their own local space.
A third alternative would be the View coordinate system which transforms your objects in relation to the camera's local space.
The Asset Panel, a collapsible panel accessible via the button in the lower left of the Editor, provides thumbnails of the Asset Library. Asset types are connoted by color in the upper left of each thumbnail:
Blue - Scene Green - Model Orange - Material Yellow - Texture
Supported file types may be added to the Asset Library by way of the + Button to the right of the search within the Asset Panel.
Drag and drop for Assets is also supported. The user may drag and drop Assets to the Asset Panel.
Expected behavior upon importing a Model
Upon importing a single model file, a given Model will generate a dedicated Asset. It is important to note, dedicated Assets per Material, as well as dedicated assets per Texture are also generated.
Assets are Searchable via the field in the upper right of the Asset Panel. The toggle to the left of the Search allows for Filtering by All
Scenes
Models
Materials
Textures
Assets can be added to a scene by dragging the asset into the Scene Hierarchy.
To open an Asset in a separate Editor window, use the More Options button in the upper right of the Asset Thumbnail.
Merging Assets within the editor is a quick and easy process. Should an asset be refined in another system and an update be required, re-import the asset. From the Asset Panel, click on the Asset while holding ctrl (Command), then drag the updated asset to the appropriate location in the scene hierarchy.
All Logic associated with the Asset will be retained. As expected, considerations must be made if naming conventions changed or if there were any geometric/hierarchical modifications made externally which might effect existing logic.
The Threekit Editor provides a simple path to refining Assets. In the properties panel to the right, a green button is present wherever an asset is referenced. Should the Asset need to be refined in any way, clicking on this button will open a new tab.
This will present the referenced Asset in its Corresponding view.
Upon refining, simply return to the original editor tab and refresh.
The edit made to the Asset will commute to every other Asset on which the newly refined is referenced. For example, if the Ambient Occlusion Map is swapped on a given material, that will be the Ambient Occlusion Map used across all references of that material Asset; the change is not local.
NOTE: The button to enter the editor is also available upon editing a Catalog Item.