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Please review the following information to ensure ** the GNU Free Documentation License version 1.3 requirements ** will be met: https://www.gnu.org/licenses/fdl-1.3.html. ** ****************************************************************************/ /*! \previouspage studio-3d-design-mode.html \page studio-3d-editor.html \nextpage studio-3d-view.html \title Working in the 3D Editor To project a 3D scene to a 2D viewport, it is necessary to view the scene from a \l{Using Scene Camera}{camera}. Select the \uicontrol {Toggle Perspective/Orthographic Projection} button (1) on the 3D editor toolbar to switch between a \e {perspective camera} and an \e {orthographic camera}. A perspective camera uses field of view and near and far clip planes to specify the projection, whereas an orthographic camera can be thought of as a 2D camera. Both of them are free-form cameras that you can use to orbit around the scene. When you import 3D scenes from files that you exported from 3D graphics tools, you also import the camera, light, model, and materials. If your scene did not contain them, you can add the corresponding Qt Quick 3D types from the \uicontrol Library. You can use the toolbar buttons (2) to show the \e transformation gizmo in the \uicontrol {3D Editor} when an item is selected and to determine what happens when you drag the selected item. Transformation refers to moving, rotating, or scaling of an object. Select the \uicontrol {Toggle Local/Global Orientation} button (3) to determine whether the gizmos affect only the local transformations of the item or whether they transform with respect to the global space. \image studio-3d-editor.png "3D Editor" The \e pivot of the component is used as the origin for position, scale, and rotation operations. You can set a \l{Setting Transform Properties} {local pivot offset} for an item in the \uicontrol Properties view to manipulate the component around a point other than its local origin. A line is drawn in the 3D editor from the pivot point to the center of the component to provide a visual connection between them. \section1 Controlling the Edit View Camera You can add 3D camera types to the scene to project the view you see in the View3D type in the application. While editing scenes, you can use a separate \e {edit view camera} (4) to project the scene to the 3D edit view in the Design mode. You can navigate the scene by rotating, panning, and zooming the edit view camera. To zoom, use the mouse wheel or press \key Alt and right-click anywhere in the rendered view to zoom the view in or out as you drag up or down. To pan, press \key Alt and use the middle mouse button to click anywhere in the rendered view to slide the view around. To orbit, press \key Alt and click anywhere in the rendered view to rotate the view. To scale the edit view camera and to focus it on the selected items, select \uicontrol {Fit Selected} button or press \key F. The world axis helper (5) shows the direction of the world axes in respect to the edit view camera. To point the camera at the currently selected component in the direction of an axis, click the axis. If no component is selected, the camera is pointed at the world origin. This does not affect the camera zoom level. For more information about using the cameras in the scene, the available 3D camera types, and their properties, see \l{Using Scene Camera}. \section1 Selecting Items To move, rotate, or scale items in the scene, you need to select them first. The selection mode buttons determine how items are selected when you click them in the 3D editor. \list \li In the \inlineimage select_item.png (\uicontrol {Select Item}) mode, a single item is selected. \li In the \inlineimage select_group.png (\uicontrol {Select Group}) mode, the top level parent of the item is selected. This enables you to move, rotate, or scale a group of items. \endlist To toggle the selection mode, press \key Q. \section1 Moving Items \image studio-3d-editor-move.png "3D editor in move mode" You can move items in relation to their coordinate system, along the x, y, or z view axis or on the top, bottom, left, and right clip planes of the render camera. To move items, select \inlineimage move_on.png or press \key W. To move items along an axis, click the axis and drag the item along the axis. To move items on a plane, select the plane handle and drag the item on the plane. To move an item freely in the editor, select the handle at the center of the item. \section1 Rotating Items You can rotate items around the view axes of the camera. \image studio-3d-editor-rotate.png "3D editor in rotate mode" To rotate items, select \inlineimage rotate_on.png or press \key E. To rotate an item around an axis, select the axis and drag in the direction you want to rotate the item in. To freely rotate the item, select the gray circle. \section1 Using Global and Local Orientation To switch between global and local orientation, select \uicontrol {Toggle Local/Global Orientation}. In global orientation mode, transformation of a selected object is presented with respect to the global space. For example, while the move tool is selected, selecting a cube will show its move gizmo aligned with the axes of global space. Dragging on the red arrow of the gizmo moves the object in the global x direction. In local orientation mode, the position of a selected object is shown according to local axes specific to the selected object. For example, selecting a rotated cube will show its axes rotated, and not aligned with the axes of global space. Dragging on the red arrow of the gizmo moves the object in the local x direction in relation to the object. \section1 Scaling Items \image studio-3d-editor-scale.png "3D editor in scale mode" To scale items, select \inlineimage scale_on.png or press \key R. You can use the scale handles to adjust the local x, y, or z scale of an item. You can adjust the scale across one, two, or three axes, depending on the handle. To adjust the scale across one axis, select the scale handle attached to the axis. To uniformly scale an item across all axes, select the handle at the center of the item. To adjust the scale across a plane, select the plane handle and drag the item on the plane. \section1 Using Edit View Light You use 3D light types to light the models in the scene. While editing scenes, you can use a separate \e {edit view light} to illuminate the portions of the scene that the scene lights do not hit. To switch the edit view light on and off, select the \uicontrol {Toggle Edit Light} button (6). For more information about the available scene light types and their properties, see \l{Using Lights}. */