Create and edit scenes

Scene Editing

What you will do most often in the process of working on a scene, is to edit the content of that scene, whether by interacting with the content of the scene using the viewport, or by editing the properties of the scene’s nodes using the property editor.

A 3D scenes contains different type of data. The most common ones are:

  • Geometries
  • Cameras
  • Lights, including the default procedural sky or skydome
  • Materials and textures
  • Animations

Additional information may be displayed in the viewport such as the characters’ or animated object’s bones if any are present in the scene.

In PocketStudio, you can edit any of these types excepted animations (more on this later). You may have some limitations for each one of them though. For example while you can change the position, the rotation or the scale of a geometry in a scene, in this version of PocketStudio you won’t be able to change the topology of the geometry itself. To do so, you will need to get back to your favorite modeling tool and re-import the geometry.

Regarding animations, it is not currently possible to animate any of the scene nodes’ properties directly from within the application. Tools to edit animations will be added soon. However it is possible to play imported animations (you can import them using one of the interchange formats supporting animation such as Alembic, glTF or FBX). You can play animations, you cannot edit them yet.

In order to edit a node you will first need to select it. You can do so using either one of the two following options:

  1. Click on an object in the viewport. You know an object is selected because a line is drawn around it. It is highlighted.

  2. Select a node by clicking on its name in the Scene Graph.

    To open the scene graph, click on the Scene Graph icon located in the upper left corner of the application (below the Import Panel icon). This icon is a toggle. Clicking on it will turn the display of the Scene Graph on and off.

Walking through the scene hierarchy using keys: you can move from one node to another in the scene hierarchy using the and keys. You can also select a node’s parent or child using the and keys.

You can select multiple objects at once. In the Viewport, draw a rectangle around the objects you want to select. All objects contained in that rectangle will be selected. Using the Scene Graph:

  • Hold down the Alt key and click to select or deselect nodes one by one.
  • Hold down the shift key and click in two different parts of the tree to select all nodes contained between these two locations.
  • Hold down the shift key and with the LMB pressed, drag the mouse cursor across the tree.
Selecting the skydome or phsysical sky

Each scene is created by default with a physical sky or a skydome (you can switch between them). This light can not be selected from the Scene Graph. To display its properties you need to click on the sky itself in the viewport.

Deleting objects

Push the delete key (Del) to delete the selected nodes.

Duplicating objects in a scene

  1. Select the nodes you wish to duplicate
  2. Press ctrl + c (copy) followed by ctrl + v (paste).
  3. Duplicated objects are selected after the copy. Move them around to seperate them from the source.

Duplicating objects from one scene to another

It is also possible to copy nodes from one scene to another.

  1. Open the scene you wish to to copy the nodes from
  2. Press ctrl + c to copy the nodes then close the scene
  3. Open the scene you wish to to copy the nodes to
  4. Press ctrl + v to paste the nodes in that scene

Transforming nodes (translate, rotate, scale)

Move geometries, cameras or lights around, change their rotation and eventually their size (changing the size of a camera or of a light doesn’t make sense) to get the desired scene composition.

You can transform nodes using the viewport or the property editor by editing of the node translation, rotation and scale values directly. Special UI objects called gizmos or tools are displayed in the viewport to help you transform objects interatively. Each type of transform (translation, rotation, scaling) has its own gizmo or tool. To transform an object using one of these tools do as follows:

  1. Select one or more objects you wish to transform.
  2. Press one of the following keys:
    • w move tool
    • e rotate tool
    • r scale tool

XX describe how the tool works XX

Every time you select a node either through the viewport or through the Scene Graph panel, the Property Editor panel will be refreshed with the properties of the selected node. Once the properties of a node (a geometry, a light, a camera, etc.) are displayed in the Property Editor panel, you can then edit them manually.

The way you can edit a property depends on the property types. For example if the property is a float, you can simply enter a new value for that property by hand. You can also use the arrow keys along side the property’s text field in order to increment or decrement the value by a regular amount. If the property is of color type, clicking on this attribute to edit its value will open the Color Editor window.

You will need to select the nodes one by one in order to edit their properties. There is no API available yet to edit these values with a script.

Each type of node in the scene graph has its own set of properties. For more information see Cameras, Lights and Materials.

Current limitations:

  • Properties cannot be animated yet.
  • Values of properties cannot be set or accessed through an API yet.

Real-Time collaborative editing

See Work together remotely.

Use the following keys:

  • ctrl + z undo
  • z redo

Notes specific to the collaborative editing workflow: if you work with others on the same scene at the same time, you won’t be able to undo-redo their changes.

A few properties belong to the scene itself. These properties are the fog color and the fog distance. They are always visible in the Property Editor panel regardless of the selected node.