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modeleditor:scenesetup [2012-03-29 12:05] Carsten added general section layout of this page |
modeleditor:scenesetup [2016-06-21 11:34] (current) |
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===== General ===== | ===== General ===== | ||
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+ | * **Background Color** sets the "sky" or background color. Future versions of the Model Editor will allow to load cube maps for proper sky environment rendering as well. | ||
+ | * **Show Origin** determines whether the principle axes of model space, emanating from the origin, are shown. | ||
+ | * **Show Grid**, when selected, renders a spatial coordinate grid, centered at the origin. | ||
+ | * **Grid Spacing** sets the spacing between grid lines. | ||
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===== Camera ===== | ===== Camera ===== | ||
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+ | Camera attributes are rarely entered manually: Normally, you navigate the 3D view as described at section [[:modeleditor:mainwindow]], and the camera details update automatically. | ||
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+ | * **Pos** shows the x-, y- and z-coordinates of the camera position. | ||
+ | * **Angles** shows the orientation of the camera as angles for **Pitch** and **Yaw**. | ||
+ | * The **Advanced** settings control the shape of the camera's view frustum: **vertical FOV** is the vertical field-of-view, and **near/far plane dist** is the distance of the near/far clipping plane relative to the cameras position. | ||
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===== Scene Elements ===== | ===== Scene Elements ===== | ||
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+ | * **Ground Plane** | ||
+ | * **Show** determines if the ground plane is shown at all. | ||
+ | * **Height (z-Pos)** sets the z-position of the ground surface. | ||
+ | * **Auto Height**, if set, automatically adjusts the z-position of the ground surface to the dimensions of the model. | ||
+ | * **Material** sets the material that is used to render the ground plane. | ||
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+ | * **Model** | ||
+ | * **Show Meshes** determines whether the meshes of the model are rendered. | ||
+ | * **Show Skeleton**, if activated, renders the joints and the "bones" of the model. | ||
+ | * **Show triangle normals**, if activated, renders the normal vector of each triangle. The color of the normal vector indicates the [[http://api.cafu.de/c++/structCafuModelT_1_1MeshT_1_1TriangleT.html#a9ebe7b31c1b2de715578434c1dd6b03d|Polarity]] of the triangle. | ||
+ | * **Show tangent-space**, if activated, renders the axes of tangent space at each vertex of each mesh. | ||
+ | * **Debug material** allows to override the mesh materials of the currently selected skin with "debug" materials that facilitate the inspection of the model: **plain (white)** is useful for inspecting the shades resulting from lighting, **wire-frame** shows the individual triangles that the meshes are composed of. | ||
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===== Animation Control ===== | ===== Animation Control ===== | ||
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+ | * **Frame No.** is the frame number in the currently playing sequence. It advances automatically if an animation is playing, but can be set manually as well. | ||
+ | * **Speed** is the relative speed with which the animation is currently playing. It's automatically set to 0 or 1 if you press the Play or Pause buttons in the toolbar. | ||
+ | * **Loop**, if set, forces the Model Editor to play the current animation in an infinite loop. | ||
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===== Light Sources ===== | ===== Light Sources ===== | ||
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+ | * **Ambient Light Color** is the color of the ambient light. Ambient light is also there when all other light sources have been turned off. | ||
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+ | * **Light 1, 2, 3** are dynamic light sources as they can also be set in the Map Editor and occur in the game: | ||
+ | * **On** determines whether the light source is on or off. | ||
+ | * **Cast Shadows** sets if the light source casts shadows at all. | ||
+ | * **Pos** the position of the light source. | ||
+ | * **Radius** the radius of the light source. | ||
+ | * **Color** the color of the light source. | ||